The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
1. Design Principles
from Don Norman’s “Design of Everyday Things” and
Preece, Rogers and Sharp’s “Beyond Interaction Design”
2. Design of Everyday Things
• Donald Norman - cognitive scientist and engineer who
has pioneered many ideas surrounding user centred-
design
• worked for Apple, Hewlett Packard, Northwestern
University, UCSD
• critiques and examines many everyday items as examples
of problematic designs
• design principles a framework for discussing and thinking
about everyday interactions
• Norman, Donald A. (1988). The Design of Everyday Things. New
York: Basic Books.
3. Design Principles
• Visibility- can is see it?
• Feedback - what is it doing now?
• Affordance - how do I use it?
• Mapping - where am 1 and where can I go?
• Constraint - why can’t I do that?
• Consistency - I think I have seen this before?
4. Visibility
• Can see the state of a device and possible actions
• Car controls are positioned in a way that they can
be easily found and used
5. Visibility
• Problems arise when we cannot “see” how to do use
a device
• Sensor technology like auto faucets - not sure how
to use - guess where to put hands
• Visible knobs, dials and buttons have been replaced
by invisible and ambiguous “active zones”
6. Visibility
• Hiding certain functions can be
advantageous in interface design
• Certain functions are kept invisible
until needed; also contained within
a group of similar types
• Google search makes it clear
where to enter text
7. Visibility
• Other examples of poor or good visibility in design?
8. Feedback
• what is it doing now? what action has been
performed?
• needs to be immediate and synchronized with user
action
10. Feedback
• Other examples of feedback in everyday design?
11. Affordance
• Perceived and actual properties of an object that give
clues to its operation
12. Affordance
• Perceived and actual properties of an object that give
clues to its operation
13. Affordance
• Perceived and actual properties of an object that give
clues to its operation
14. Affordance
• Other examples of affordances in everyday interactions?
15. Mapping
• Relationship to controls and their effect
16. Mapping
• Relationship to controls and their effect
17. Mapping
• Relationship to controls and their effect
18. Constraints
• Restricting the kind of interactions that can take place
19. Constraints
• Restricting the kind of
interactions that can take place
• Reduce the chance of error
• Can also work to focus user’s
attention to needed task
20. Constraints
• Other examples of good and bad
constraints?
21. Consistency
• designing interfaces to have similar operations and use similar
elements for achieving similar task
• systems are usable and learnable when similar concepts are
expresses in similar ways
• enables people to quickly transfer prior knowledge to new
contexts and focus on relevant tasks
• Four types of consistency:
• aesthetic
• functional
• internal
• external
22. Consistency
Aesthetic
• style and appearance is repeated to enhance
recognition, communicates membership and sets
emotional tone
• Mercedes Benz vehicles are instantly
recognizable because the company consistently
feature its logo on all its vehicles
• associated with quality and prestige; respected
and admired; fine craftsmanship and reliable
23. Consistency
Functional
• meaning and action are consistent to improve
learnability and understanding
• consistent use of symbols to represent similar
concepts, leverages prior knowledge and makes
new things easier to use
• traffic always turns yellow before red
• cassette recorder control symbols used on a
24. Consistency
Internal
• consistency with other elements in the
system
• cultivates a sense of orientation and trust
• indicates system is well thought out and
planned
• eg. park and trail signage
25. Consistency
External
• consistent with other elements in the environment
• extends the benefit of internal consistencies across
multiple, independent systems
• more difficult to achieve because different systems rarely
observe the same design standards